public void SpellMiss_PVE_SameLevel()
        {
            float expected = 0.04f;

            var levelsBelowTarget = 0;

            var miss = StatConversion.GetSpellMiss(levelsBelowTarget, false);

            Assert.AreEqual(expected, miss, TOLERANCE);
        }
        public void SpellMiss_PVE_BelowTargetBy3()
        {
            float expected = 0.17f;

            int levelsBelowTarget = 3;

            var miss = StatConversion.GetSpellMiss(-levelsBelowTarget, false);

            Assert.AreEqual(expected, miss, TOLERANCE);
        }
        public void SpellMiss_PVE_AboveTargetBy1()
        {
            float expected = 0.03f;

            var levelsAboveTarget = 1;

            var miss = StatConversion.GetSpellMiss(levelsAboveTarget, false);

            Assert.AreEqual(expected, miss, TOLERANCE);
        }
Example #4
0
        protected override void Calculate()
        {
            float tableSize = 0f;

            // Miss
            if (useSpellHit)
            {
                Miss = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.GetSpellMiss(-LevelDelta, false) - StatS.SpellHit - StatConversion.GetSpellHitFromRating(StatS.HitRating)));
            }
            else
            {
                Miss = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.YELLOW_MISS_CHANCE_CAP[LevelDelta] - StatS.PhysicalHit - StatConversion.GetSpellHitFromRating(StatS.HitRating)));
            }
            tableSize += Miss;
            // Dodge
            if (!useSpellHit)
            {
                Dodge = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.YELLOW_DODGE_CHANCE_CAP[LevelDelta]
                                                          - StatConversion.GetDodgeParryReducFromExpertise(
                                                              StatConversion.GetExpertiseFromRating(StatS.ExpertiseRating, Char.Class), Char.Class))
                                 );
                tableSize += Dodge;
            }
            else
            {
                Dodge = 0f;
            }
            // Parry
            if (!useSpellHit)
            {
                Parry = Math.Min(1f - tableSize, Math.Max(0f, StatConversion.YELLOW_PARRY_CHANCE_CAP[LevelDelta]
                                                          - StatConversion.GetDodgeParryReducFromExpertise(
                                                              StatConversion.GetExpertiseFromRating(StatS.ExpertiseRating, Char.Class), Char.Class))
                                 );
                tableSize += Parry;
            }
            else
            {
                Parry = 0f;
            }
            // Block
            //if (isWhite || Abil.CanBeBlocked) {
            //Block = Math.Min(1f - tableSize, isMH ?  combatFactors._c_mhblock : combatFactors._c_ohblock);
            //tableSize += Block;
            //} else { Block = 0f; }
            // Glancing Blow
            //if (isWhite) {
            //Glance = Math.Min(1f - tableSize, combatFactors._c_glance);
            //tableSize += Glance;
            //} else { Glance = 0f; }
            // Critical Hit
            Crit = 0;

            /*if (isWhite) {
             *  float critValueToUse = (isMH ? combatFactors._c_mhwcrit : combatFactors._c_ohwcrit);
             *  foreach (WeightedStat ws in combatFactors.critProcs)
             *  {
             *      float modCritChance = Math.Min(1f - tableSize, critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class))
             + StatConversion.NPC_LEVEL_CRIT_MOD[calcOpts.TargetLevel - Char.Level];
             +      Crit += ws.Chance * modCritChance;
             +  }
             +  tableSize += Crit;
             + } else if (Abil.CanCrit) {*/
            float critValueToUse = StatConversion.NPC_LEVEL_CRIT_MOD[LevelDelta]
                                   + (useSpellHit ? StatS.SpellCrit : StatS.PhysicalCrit);

            foreach (WeightedStat ws in critProcs)
            {
                float modCritChance = Math.Min(1f - tableSize, (critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class)) * (1f - Dodge - Miss));
                Crit += ws.Chance * modCritChance;
            }
            if (Crit < 0)
            {
                Crit = 0f;
            }
            tableSize += Crit;
            //}
            // Normal Hit
            Hit = Math.Max(0f, 1f - tableSize);
            base.Calculate();
        }
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> dictValues = new Dictionary <string, string>();

            dictValues.Add("Overall Points", OverallPoints.ToString());
            dictValues.Add("DPS Points", DPSPoints.ToString());
            dictValues.Add("Survivability Points", SurvivabilityPoints.ToString());

            float baseMiss        = StatConversion.WHITE_MISS_CHANCE_CAP_DW[TargetLevel - 80] - BasicStats.PhysicalHit;
            float baseYellowMiss  = StatConversion.YELLOW_MISS_CHANCE_CAP[TargetLevel - 80] - BasicStats.PhysicalHit;
            float basePoisonMiss  = StatConversion.GetSpellMiss(80 - TargetLevel, false) - BasicStats.SpellHit;
            float baseDodge       = StatConversion.WHITE_DODGE_CHANCE_CAP[TargetLevel - 80] - StatConversion.GetDodgeParryReducFromExpertise(BasicStats.Expertise);
            float baseParry       = 0f;// StatConversion.WHITE_PARRY_CHANCE_CAP[TargetLevel - 80] - StatConversion.GetDodgeParryReducFromExpertise(BasicStats.Expertise);
            float baseWhiteMHCrit = CritChanceMHTotal;
            float baseWhiteOHCrit = CritChanceOHTotal;
            float capMiss         = (float)Math.Ceiling(baseMiss * 100f * 32.78998947f);
            float capYellowMiss   = (float)Math.Ceiling(baseYellowMiss * 100f * 32.78998947f);
            float capPoisonMiss   = (float)Math.Ceiling(basePoisonMiss * 100f * 26.23f);
            float capDodge        = (float)Math.Ceiling(baseDodge * 100f * 32.78998947f);
            float capParry        = (float)Math.Ceiling(baseParry * 100f * 32.78998947f); // TODO: Check this value
            float capWhiteMHCrit  = 100 - StatConversion.WHITE_GLANCE_CHANCE_CAP[TargetLevel - 80] * 100 - MissedWhiteAttacks - DodgedMHAttacks;
            float capWhiteOHCrit  = 100 - StatConversion.WHITE_GLANCE_CHANCE_CAP[TargetLevel - 80] * 100 - MissedWhiteAttacks - DodgedOHAttacks;

            string tipMiss = "*White: ";

            if (BasicStats.HitRating > capMiss)
            {
                tipMiss += string.Format("Over the cap by {0} Hit Rating", BasicStats.HitRating - capMiss);
            }
            else if (BasicStats.HitRating < capMiss)
            {
                tipMiss += string.Format("Under the cap by {0} Hit Rating", capMiss - BasicStats.HitRating);
            }
            else
            {
                tipMiss += "Exactly at the cap";
            }

            tipMiss += "\r\nYellow: ";
            if (BasicStats.HitRating > capYellowMiss)
            {
                tipMiss += string.Format("Over the cap by {0} Hit Rating", BasicStats.HitRating - capYellowMiss);
            }
            else if (BasicStats.HitRating < capYellowMiss)
            {
                tipMiss += string.Format("Under the cap by {0} Hit Rating", capYellowMiss - BasicStats.HitRating);
            }
            else
            {
                tipMiss += "Exactly at the cap";
            }

            tipMiss += "\r\nPoison: ";
            if (BasicStats.HitRating > capPoisonMiss)
            {
                tipMiss += string.Format("Over the cap by {0} Hit Rating", BasicStats.HitRating - capPoisonMiss);
            }
            else if (BasicStats.HitRating < capPoisonMiss)
            {
                tipMiss += string.Format("Under the cap by {0} Hit Rating", capPoisonMiss - BasicStats.HitRating);
            }
            else
            {
                tipMiss += "Exactly at the cap";
            }

            string tipDodge = string.Empty;

            if (BasicStats.ExpertiseRating > capDodge)
            {
                tipDodge = string.Format("*Over the cap by {0} Expertise Rating", BasicStats.ExpertiseRating - capDodge);
            }
            else if (BasicStats.ExpertiseRating < capDodge)
            {
                tipDodge = string.Format("*Under the cap by {0} Expertise Rating", capDodge - BasicStats.ExpertiseRating);
            }
            else
            {
                tipDodge = "*Exactly at the cap";
            }

            string tipCrit = string.Format("Mainhand: {0}, ", CritChanceMH);

            if (CritChanceMHTotal > capWhiteMHCrit)
            {
                tipCrit += string.Format("over the Crit cap by {0}%", CritChanceMHTotal - capWhiteMHCrit);
            }
            else if (CritChanceMHTotal < capWhiteMHCrit)
            {
                tipCrit += string.Format("under the Crit cap by {0}%", capWhiteMHCrit - CritChanceMHTotal);
            }
            else
            {
                tipCrit += "exactly at the Crit cap";
            }

            tipCrit += string.Format("\nOffhand: {0}, ", CritChanceOH);
            if (CritChanceOHTotal > capWhiteOHCrit)
            {
                tipCrit += string.Format("over the Crit cap by {0}%", CritChanceOHTotal - capWhiteOHCrit);
            }
            else if (CritChanceOHTotal < capWhiteOHCrit)
            {
                tipCrit += string.Format("under the Crit cap by {0}%", capWhiteOHCrit - CritChanceOHTotal);
            }
            else
            {
                tipCrit += "exactly at the Crit cap";
            }

            dictValues.Add("Health", BasicStats.Health.ToString());
            dictValues.Add("Attack Power", BasicStats.AttackPower.ToString());
            dictValues.Add("Agility", BasicStats.Agility.ToString());
            dictValues.Add("Strength", BasicStats.Strength.ToString());
            dictValues.Add("Crit Rating", BasicStats.CritRating.ToString());
            dictValues.Add("Hit Rating", BasicStats.HitRating.ToString() + tipMiss);
            dictValues.Add("Expertise Rating", BasicStats.ExpertiseRating.ToString() + tipDodge);
            dictValues.Add("Haste Rating", BasicStats.HasteRating.ToString());
            dictValues.Add("Armor Penetration Rating", BasicStats.ArmorPenetrationRating.ToString());
            dictValues.Add("Weapon Damage", "+" + BasicStats.WeaponDamage.ToString());

            dictValues.Add("Avoided White Attacks", string.Format("{0}% / {1}%*Mainhand: {2}% Dodged, {3}% Missed\n   Offhand: {4}% Dodged, {3}% Missed", AvoidedWhiteMHAttacks, AvoidedWhiteOHAttacks, DodgedMHAttacks, MissedWhiteAttacks, DodgedOHAttacks));
            dictValues.Add("Avoided Yellow Attacks", string.Format("{0}%*{1}% Dodged, {2}% Missed", AvoidedAttacks, DodgedMHAttacks, MissedAttacks));
            dictValues.Add("Avoided Poison Attacks", string.Format("{0}%*{1}% Missed", AvoidedPoisonAttacks, MissedPoisonAttacks));
            dictValues.Add("Crit Chance", CritChanceYellow.ToString() + "%*" + tipCrit);
            dictValues.Add("MainHand Speed", MainHandSpeed.ToString() + "s");
            dictValues.Add("OffHand Speed", OffHandSpeed.ToString() + "s");
            dictValues.Add("Armor Mitigation MainHand", ArmorMitigationMH.ToString() + "%");
            dictValues.Add("Armor Mitigation OffHand", ArmorMitigationOH.ToString() + "%");

            dictValues.Add("Optimal Rotation", HighestDPSRotation.ToString());
            dictValues.Add("Optimal Rotation DPS", HighestDPSRotation.DPS.ToString());
            dictValues.Add("Custom Rotation DPS", CustomRotation.DPS.ToString());


            float chanceWhiteMHNonAvoided = 1f - (AvoidedWhiteMHAttacks / 100f);
            float chanceWhiteOHNonAvoided = 1f - (AvoidedWhiteOHAttacks / 100f);
            float chanceNonAvoided        = 1f - (AvoidedAttacks / 100f);
            float chancePoisonNonAvoided  = 1f - (AvoidedPoisonAttacks / 100f);

            dictValues.Add("MainHand", MainHandStats.GetStatsTexts(HighestDPSRotation.MainHandCount, 0, HighestDPSRotation.TotalDamage, chanceWhiteMHNonAvoided, Duration));
            dictValues.Add("OffHand", OffHandStats.GetStatsTexts(HighestDPSRotation.OffHandCount, 0, HighestDPSRotation.TotalDamage, chanceWhiteOHNonAvoided, Duration));
            dictValues.Add("Backstab", BackstabStats.GetStatsTexts(HighestDPSRotation.BackstabCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Hemorrhage", HemoStats.GetStatsTexts(HighestDPSRotation.HemoCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Sinister Strike", SStrikeStats.GetStatsTexts(HighestDPSRotation.SStrikeCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Mutilate", MutiStats.GetStatsTexts(HighestDPSRotation.MutiCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Rupture", RuptStats.GetStatsTexts(HighestDPSRotation.RuptCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Slice and Dice", SnDStats.GetStatsTexts(HighestDPSRotation.SnDCount, HighestDPSRotation.SnDCP, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Eviscerate", EvisStats.GetStatsTexts(HighestDPSRotation.EvisCount, Math.Max(HighestDPSRotation.EvisCP, HighestDPSRotation.EnvenomCP), HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Envenom", EnvenomStats.GetStatsTexts(HighestDPSRotation.EnvenomCount, Math.Max(HighestDPSRotation.EvisCP, HighestDPSRotation.EnvenomCP), HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Instant Poison", IPStats.GetStatsTexts(HighestDPSRotation.IPCount, 0, HighestDPSRotation.TotalDamage, chancePoisonNonAvoided, Duration));
            dictValues.Add("Deadly Poison", DPStats.GetStatsTexts(HighestDPSRotation.DPCount, 0, HighestDPSRotation.TotalDamage, chancePoisonNonAvoided, Duration));
            dictValues.Add("Wound Poison", WPStats.GetStatsTexts(HighestDPSRotation.WPCount, 0, HighestDPSRotation.TotalDamage, chancePoisonNonAvoided, Duration));
            dictValues.Add("Anesthetic Poison", APStats.GetStatsTexts(HighestDPSRotation.APCount, 0, HighestDPSRotation.TotalDamage, chancePoisonNonAvoided, Duration));

            return(dictValues);
        }
Example #6
0
        // Now returns damage per cast to allow adjustments for fight length
        private float DoTreeCalcs(CharacterCalculationsMoonkin calcs, int playerLevel, int bossLevel, float effectiveNatureDamage, float treantLifespan)
        {
            float sunderPercent = calcs.BasicStats.TargetArmorReduction;
            float meleeHit      = calcs.SpellHit * (StatConversion.WHITE_MISS_CHANCE_CAP[bossLevel - playerLevel] / StatConversion.GetSpellMiss(playerLevel - bossLevel, false));
            float physicalDamageMultiplierBonus = (1f + calcs.BasicStats.BonusDamageMultiplier) * (1f + calcs.BasicStats.BonusPhysicalDamageMultiplier);
            float physicalDamageMultiplierReduc = (1f - calcs.BasicStats.DamageTakenReductionMultiplier) * (1f - calcs.BasicStats.PhysicalDamageTakenReductionMultiplier);
            // 932 = base AP, 57% spell power scaling
            float attackPower = 932.0f + (float)Math.Floor(0.57f * effectiveNatureDamage);
            // 1.65 s base swing speed
            float baseAttackSpeed = 1.65f;
            float attackSpeed     = baseAttackSpeed / (1 + calcs.BasicStats.PhysicalHaste);
            // 580 = base DPS
            float damagePerHit = (580f + attackPower / 14.0f) * baseAttackSpeed;
            // 5% base crit rate, inherit crit debuffs
            // Remove crit depression, as it doesn't appear to have an effect (unless it's base ~10% crit rate)
            float critRate = 0.05f;
            // White hit glancing rate
            float glancingRate = StatConversion.WHITE_GLANCE_CHANCE_CAP[bossLevel - playerLevel];
            // Hit rate determined by the amount of melee hit, not by spell hit
            float missRate = Math.Max(0f, StatConversion.WHITE_MISS_CHANCE_CAP[bossLevel - playerLevel] - meleeHit);
            // Since the trees inherit expertise from their hit, scale their hit rate such that when they are hit capped, they are expertise capped
            float dodgeRate = Math.Max(0f, StatConversion.WHITE_DODGE_CHANCE_CAP[bossLevel - playerLevel] * (missRate / StatConversion.WHITE_MISS_CHANCE_CAP[bossLevel - playerLevel]));
            // Armor damage reduction, including Sunder
            float damageReduction = StatConversion.GetArmorDamageReduction(playerLevel, StatConversion.NPC_ARMOR[bossLevel - playerLevel] * (1f - sunderPercent), 0, 0);

            // Final normal damage per swing
            damagePerHit *= 1.0f - damageReduction;
            damagePerHit *= physicalDamageMultiplierReduc;
            damagePerHit *= physicalDamageMultiplierBonus;
            // Damage per swing, including crits/glances/misses
            // This is a cheesy approximation of a true combat table, but because crit/miss/dodge rates will all be fairly low, I don't need to do the whole thing
            damagePerHit = (critRate * damagePerHit * 2.0f) + (glancingRate * damagePerHit * 0.75f) + ((1 - critRate - glancingRate - missRate - dodgeRate) * damagePerHit);
            // Total damage done in their estimated lifespan
            float damagePerTree = (treantLifespan * 30.0f / attackSpeed) * damagePerHit;

            return(3 * damagePerTree);
        }
Example #7
0
        protected override void Calculate()
        {
            float tableSize = 0f;

            // Miss
            if (useSpellHit)
            {
                Miss = Math.Min(1f - tableSize, Math.Max(StatConversion.GetSpellMiss(LevelDif, false)
                                                         - (StatConversion.GetSpellHitFromRating(StatS.HitRating, Char.Class) + StatS.SpellHit), 0f));
            }
            else
            {
                Miss = Math.Min(1f - tableSize, isWhite ? combatFactors.CWmiss : combatFactors.CYmiss);
            }
            tableSize += Miss;
            // Dodge
            if (!useRangedHit && (isWhite || Abil.CanBeDodged))
            {
                Dodge      = Math.Min(1f - tableSize, isMH ? combatFactors.CMHdodge : combatFactors.COhdodge);
                tableSize += Dodge;
            }
            else
            {
                Dodge = 0f;
            }
            // Parry
            if (!useRangedHit && (isWhite || Abil.CanBeParried))
            {
                Parry      = Math.Min(1f - tableSize, isMH ? combatFactors.CMHparry : combatFactors.COhparry);
                tableSize += Parry;
            }
            else
            {
                Parry = 0f;
            }
            // Block
            if (!useRangedHit && (isWhite || Abil.CanBeBlocked))
            {
                Block      = Math.Min(1f - tableSize, isMH ?  combatFactors.CMHblock : combatFactors.COhblock);
                tableSize += Block;
            }
            else
            {
                Block = 0f;
            }
            // Glancing Blow
            if (!useRangedHit && isWhite)
            {
                Glance     = Math.Min(1f - tableSize, combatFactors.CGlance);
                tableSize += Glance;
            }
            else
            {
                Glance = 0f;
            }
            // Critical Hit
            Crit = 0;
            if (isWhite)
            {
                float critValueToUse = (isMH ? combatFactors.CMHwcrit : combatFactors.COhwcrit)
                                       + StatConversion.NPC_LEVEL_CRIT_MOD[LevelDif];
                foreach (WeightedStat ws in combatFactors.CritProcs)
                {
                    float modCritChance = Math.Min(1f - tableSize, critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class));
                    Crit += ws.Chance * modCritChance;
                }
                tableSize += Crit;
            }
            else if (Abil.CanCrit)
            {
                float critValueToUse = StatConversion.NPC_LEVEL_CRIT_MOD[LevelDif]
                                       + (isMH ? combatFactors.CMHycrit : combatFactors.COhycrit)
                                       + Abil.BonusCritChance;
                foreach (WeightedStat ws in combatFactors.CritProcs)
                {
                    float modCritChance = Math.Min(1f - tableSize, (critValueToUse + StatConversion.GetCritFromRating(ws.Value, Char.Class)) * (1f - Dodge - Miss));
                    Crit += ws.Chance * modCritChance;
                }
                tableSize += Crit;
            }
            // Normal Hit
            Hit = Math.Max(0f, 1f - tableSize);
            base.Calculate();
        }
Example #8
0
 public float GetSpellMissChance()
 {
     return(StatConversion.GetSpellMiss(_calcOpts.TargetLevel - 80, false));
 }
Example #9
0
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string> dictValues = new Dictionary <string, string>();

            dictValues.Add("Overall Points", OverallPoints.ToString());
            dictValues.Add("DPS Points", DPSPoints.ToString());
            dictValues.Add("Survivability Points", SurvivabilityPoints.ToString());

            float baseMiss        = StatConversion.WHITE_MISS_CHANCE_CAP_DW[TargetLevel - 85] - BasicStats.PhysicalHit;
            float baseYellowMiss  = StatConversion.WHITE_MISS_CHANCE_CAP[TargetLevel - 85] - BasicStats.PhysicalHit;
            float basePoisonMiss  = StatConversion.GetSpellMiss(85 - TargetLevel, false) - BasicStats.SpellHit;
            float baseDodge       = StatConversion.WHITE_DODGE_CHANCE_CAP[TargetLevel - 85] - StatConversion.GetDodgeParryReducFromExpertise(BasicStats.Expertise);
            float baseParry       = 0f;// StatConversion.WHITE_PARRY_CHANCE_CAP[TargetLevel - 85] - StatConversion.GetDodgeParryReducFromExpertise(BasicStats.Expertise);
            float baseWhiteMHCrit = CritChanceMHTotal;
            float baseWhiteOHCrit = CritChanceOHTotal;
            float capMiss         = (float)Math.Ceiling(baseMiss * StatConversion.RATING_PER_PHYSICALHIT);
            float capYellowMiss   = (float)Math.Ceiling(baseYellowMiss * StatConversion.RATING_PER_PHYSICALHIT);
            float capPoisonMiss   = (float)Math.Ceiling(basePoisonMiss * StatConversion.RATING_PER_SPELLHIT);
            float capDodge        = (float)Math.Ceiling(baseDodge * 100f * StatConversion.RATING_PER_EXPERTISE / (StatConversion.RATING_PER_DODGEPARRYREDUC * 100f));
            float capParry        = (float)Math.Ceiling(baseParry * 100f * 32.78998947f); // TODO: Check this value
            float capWhiteMHCrit  = 100 - StatConversion.WHITE_GLANCE_CHANCE_CAP[TargetLevel - 85] * 100 - MissedWhiteAttacks - DodgedMHAttacks;
            float capWhiteOHCrit  = 100 - StatConversion.WHITE_GLANCE_CHANCE_CAP[TargetLevel - 85] * 100 - MissedWhiteAttacks - DodgedOHAttacks;

            string tipMiss = "*White: ";

            if (BasicStats.HitRating > capMiss)
            {
                tipMiss += string.Format("Over the cap ({1}) by {0} Hit Rating", BasicStats.HitRating - capMiss, capMiss);
            }
            else if (BasicStats.HitRating < capMiss)
            {
                tipMiss += string.Format("Under the cap ({1}) by {0} Hit Rating", capMiss - BasicStats.HitRating, capMiss);
            }
            else
            {
                tipMiss += string.Format("Exactly at the cap ({0})", capMiss);
            }

            tipMiss += "\r\nYellow: ";
            if (BasicStats.HitRating > capYellowMiss)
            {
                tipMiss += string.Format("Over the cap ({1}) by {0} Hit Rating", BasicStats.HitRating - capYellowMiss, capYellowMiss);
            }
            else if (BasicStats.HitRating < capYellowMiss)
            {
                tipMiss += string.Format("Under the cap ({1}) by {0} Hit Rating", capYellowMiss - BasicStats.HitRating, capYellowMiss);
            }
            else
            {
                tipMiss += string.Format("Exactly at the cap ({0})", capYellowMiss);
            }

            tipMiss += "\r\nPoison: ";
            if (BasicStats.HitRating > capPoisonMiss)
            {
                tipMiss += string.Format("Over the cap ({1}) by {0} Hit Rating", BasicStats.HitRating - capPoisonMiss, capPoisonMiss);
            }
            else if (BasicStats.HitRating < capPoisonMiss)
            {
                tipMiss += string.Format("Under the cap ({1}) by {0} Hit Rating", capPoisonMiss - BasicStats.HitRating, capPoisonMiss);
            }
            else
            {
                tipMiss += string.Format("Exactly at the cap ({0})", capPoisonMiss);
            }

            string tipDodge = string.Empty;

            if (BasicStats.ExpertiseRating > capDodge)
            {
                tipDodge = string.Format("*Over the cap ({1}) by {0} Expertise Rating", BasicStats.ExpertiseRating - capDodge, capDodge);
            }
            else if (BasicStats.ExpertiseRating < capDodge)
            {
                tipDodge = string.Format("*Under the cap ({1}) by {0} Expertise Rating", capDodge - BasicStats.ExpertiseRating, capDodge);
            }
            else
            {
                tipDodge = string.Format("*Exactly at the cap ({0})", capDodge);
            }

            string tipCrit = string.Format("Mainhand: {0}, ", CritChanceMH);

            if (CritChanceMHTotal > capWhiteMHCrit)
            {
                tipCrit += string.Format("over the Crit cap ({1}) by {0}%", CritChanceMHTotal - capWhiteMHCrit, capWhiteMHCrit);
            }
            else if (CritChanceMHTotal < capWhiteMHCrit)
            {
                tipCrit += string.Format("under the Crit cap ({1}) by {0}%", capWhiteMHCrit - CritChanceMHTotal, capWhiteMHCrit);
            }
            else
            {
                tipCrit += string.Format("exactly at the Crit cap ({0})", capWhiteMHCrit);
            }

            tipCrit += string.Format("\nOffhand: {0}, ", CritChanceOH);
            if (CritChanceOHTotal > capWhiteOHCrit)
            {
                tipCrit += string.Format("over the Crit cap ({1}) by {0}%", CritChanceOHTotal - capWhiteOHCrit, capWhiteOHCrit);
            }
            else if (CritChanceOHTotal < capWhiteOHCrit)
            {
                tipCrit += string.Format("under the Crit cap ({1}) by {0}%", capWhiteOHCrit - CritChanceOHTotal, capWhiteOHCrit);
            }
            else
            {
                tipCrit += string.Format("exactly at the Crit cap ({0})", capWhiteOHCrit);
            }

            string tipMastery = "*";

            if (Spec == 0)
            {
                tipMastery += String.Format("{0}% increased Poison damage", BasicStats.MasteryRating * RV.Mastery.PotentPoisonsDmgMultPerMast);
            }
            else if (Spec == 1)
            {
                tipMastery += String.Format("{0}% chance on an extra mainhand attack", BasicStats.MasteryRating * RV.Mastery.MainGauchePerMast);
            }
            else
            {
                tipMastery += String.Format("{0}% increased finishing move damage and Slice and Dice effectiveness", BasicStats.MasteryRating * RV.Mastery.ExecutionerPerMast);
            }

            dictValues.Add("Health", BasicStats.Health.ToString());
            dictValues.Add("Attack Power", BasicStats.AttackPower.ToString());
            dictValues.Add("Agility", BasicStats.Agility.ToString());
            dictValues.Add("Strength", BasicStats.Strength.ToString());
            dictValues.Add("Crit Rating", BasicStats.CritRating.ToString());
            dictValues.Add("Hit Rating", BasicStats.HitRating.ToString() + tipMiss);
            dictValues.Add("Expertise Rating", BasicStats.ExpertiseRating.ToString() + tipDodge);
            dictValues.Add("Haste Rating", BasicStats.HasteRating.ToString());
            dictValues.Add("Mastery Rating", BasicStats.MasteryRating.ToString() + tipMastery);
            dictValues.Add("Armor Penetration", BasicStats.ArmorPenetration.ToString());
            dictValues.Add("Weapon Damage", "+" + BasicStats.WeaponDamage.ToString());

            dictValues.Add("Avoided White Attacks", string.Format("{0}% / {1}%*Mainhand: {2}% Dodged, {3}% Missed\n   Offhand: {4}% Dodged, {3}% Missed", AvoidedWhiteMHAttacks, AvoidedWhiteOHAttacks, DodgedMHAttacks, MissedWhiteAttacks, DodgedOHAttacks));
            dictValues.Add("Avoided Yellow Attacks", string.Format("{0}%*{1}% Dodged, {2}% Missed", AvoidedAttacks, DodgedMHAttacks, MissedAttacks));
            dictValues.Add("Avoided Poison Attacks", string.Format("{0}%*{1}% Missed", AvoidedPoisonAttacks, MissedPoisonAttacks));
            dictValues.Add("Crit Chance", CritChanceYellow.ToString() + "%*" + tipCrit);
            dictValues.Add("MainHand Speed", MainHandSpeed.ToString() + "s");
            dictValues.Add("OffHand Speed", OffHandSpeed.ToString() + "s");
            dictValues.Add("Armor Mitigation", ArmorMitigation.ToString() + "%");

            dictValues.Add("Optimal Rotation", HighestDPSRotation.ToString());
            dictValues.Add("Optimal Rotation DPS", HighestDPSRotation.DPS.ToString());
            dictValues.Add("Custom Rotation DPS", CustomRotation.DPS.ToString());

            float chanceWhiteMHNonAvoided = 1f - (AvoidedWhiteMHAttacks / 100f);
            float chanceWhiteOHNonAvoided = 1f - (AvoidedWhiteOHAttacks / 100f);
            float chanceNonAvoided        = 1f - (AvoidedAttacks / 100f);
            float chancePoisonNonAvoided  = 1f - (AvoidedPoisonAttacks / 100f);

            dictValues.Add("MainHand", MainHandStats.GetStatsTexts(HighestDPSRotation.MainHandCount, 0, HighestDPSRotation.TotalDamage, chanceWhiteMHNonAvoided, Duration));
            dictValues.Add("OffHand", OffHandStats.GetStatsTexts(HighestDPSRotation.OffHandCount, 0, HighestDPSRotation.TotalDamage, chanceWhiteOHNonAvoided, Duration));
            dictValues.Add("Backstab", BackstabStats.GetStatsTexts(HighestDPSRotation.BackstabCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Hemorrhage", HemoStats.GetStatsTexts(HighestDPSRotation.HemoCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Sinister Strike", SStrikeStats.GetStatsTexts(HighestDPSRotation.SStrikeCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Mutilate", MutiStats.GetStatsTexts(HighestDPSRotation.MutiCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Revealing Strike", RStrikeStats.GetStatsTexts(HighestDPSRotation.RStrikeCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Rupture", RuptStats.GetStatsTexts(HighestDPSRotation.RuptCount, HighestDPSRotation.RuptCP, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Slice and Dice", SnDStats.GetStatsTexts(HighestDPSRotation.SnDCount, HighestDPSRotation.SnDCP, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Eviscerate", EvisStats.GetStatsTexts(HighestDPSRotation.EvisCount, Math.Max(HighestDPSRotation.EvisCP, HighestDPSRotation.EnvenomCP), HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Envenom", EnvenomStats.GetStatsTexts(HighestDPSRotation.EnvenomCount, Math.Max(HighestDPSRotation.EvisCP, HighestDPSRotation.EnvenomCP), HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));
            dictValues.Add("Instant Poison", IPStats.GetStatsTexts(HighestDPSRotation.IPCount, 0, HighestDPSRotation.TotalDamage, chancePoisonNonAvoided, Duration));
            dictValues.Add("Deadly Poison", DPStats.GetStatsTexts(HighestDPSRotation.DPCount, 0, HighestDPSRotation.TotalDamage, chancePoisonNonAvoided, Duration));
            dictValues.Add("Wound Poison", WPStats.GetStatsTexts(HighestDPSRotation.WPCount, 0, HighestDPSRotation.TotalDamage, chancePoisonNonAvoided, Duration));
            dictValues.Add("Venomous Wounds", VenomousWoundsStats.GetStatsTexts(HighestDPSRotation.VenomousWoundsCount, 0, HighestDPSRotation.TotalDamage, 1f, Duration));
            dictValues.Add("Main Gauche", MainGaucheStats.GetStatsTexts(HighestDPSRotation.MGCount, 0, HighestDPSRotation.TotalDamage, chanceNonAvoided, Duration));

            return(dictValues);
        }
        public override Dictionary <string, string> GetCharacterDisplayCalculationValues()
        {
            Dictionary <string, string>    dictValues = new Dictionary <string, string>();
            CalculationOptionsShadowPriest calcOpts   = character.CalculationOptions as CalculationOptionsShadowPriest;
            BossOptions BossOpts  = character.BossOptions;
            Stats       baseStats = BaseStats.GetBaseStats(character.Level, character.Class, character.Race);
            bool        Ptr       = calcOpts.PTR;

            dictValues.Add("Health", BasicStats.Health.ToString());
            float ResilienceCap = 0.15f, ResilienceFromRating = StatConversion.GetCritReductionFromResilience(1);
            float Resilience = StatConversion.GetCritReductionFromResilience(BasicStats.Resilience);

            dictValues.Add("Resilience", string.Format("{0}*-{1}% Damage from DoT and Mana Drains\n\r-{1}% Chance to be crit\r\n-{2}% Damage from Crits.\r\n{3}",
                                                       BasicStats.Resilience.ToString(),
                                                       (Resilience * 100f).ToString("0.00"),
                                                       (Resilience * 100f * 2.2f).ToString("0.00"),
                                                       (Resilience > ResilienceCap) ? (string.Format("{0} rating above cap", ((float)Math.Floor((Resilience - ResilienceCap) / ResilienceFromRating)).ToString("0"))) : (string.Format("{0} rating below cap", ((float)Math.Ceiling((ResilienceCap - Resilience) / ResilienceFromRating)).ToString("0")))));
            dictValues.Add("Stamina", BasicStats.Stamina.ToString());
            dictValues.Add("Mana", BasicStats.Mana.ToString());
            dictValues.Add("Intellect", BasicStats.Intellect.ToString());
            dictValues.Add("Spirit", Math.Floor(BasicStats.Spirit).ToString("0"));
            dictValues.Add("Spell Power", String.Format("{0}*{1} Bonus Shadow\r\n{2} Bonus Holy\r\n{3} from Inner Fire",
                                                        Math.Floor(BasicStats.SpellPower),
                                                        Math.Floor(BasicStats.SpellPower + BasicStats.SpellShadowDamageRating),
                                                        Math.Floor(BasicStats.SpellPower /*+ BasicStats.SpellHolyDamageRating*/),
                                                        BasicStats.PriestInnerFire * CalculationsShadowPriest.GetInnerFireSpellPowerBonus(character)));
            dictValues.Add("Regen", String.Format("{0}*MP5: {1}\r\nOutFSR: {2}", RegenInFSR.ToString("0"), BasicStats.Mp5.ToString(), RegenOutFSR.ToString("0")));

            dictValues.Add("Crit", string.Format("{0}%*{1}% from {2} Spell Crit rating\r\n{3}% from Intellect\r\n{4}% from Focused Will\r\n{5}% from Base Crit\r\n{6}% from Buffs\r\n{7}% on Mind Blast, Mind Flay and Mind Sear.\r\n{8}% on VT, SW:P and DP\r\n{9}% on Smite, Holy Fire and Penance.",
                                                 (BasicStats.SpellCrit * 100f).ToString("0.00"),
                                                 (StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f).ToString("0.00"),
                                                 BasicStats.CritRating.ToString("0"),
                                                 (StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect) * 100f).ToString("0.00"),
                                                 character.PriestTalents.FocusedWill,
                                                 (baseStats.SpellCrit * 100f).ToString("0.00"),
                                                 (BasicStats.SpellCrit * 100f - StatConversion.GetSpellCritFromRating(BasicStats.CritRating) * 100f - StatConversion.GetSpellCritFromIntellect(BasicStats.Intellect) * 100f - baseStats.SpellCrit * 100f - character.PriestTalents.FocusedWill).ToString("0.00"),
                                                 (BasicStats.SpellCrit * 100f + character.PriestTalents.MindMelt * 2f).ToString("0.00"),
                                                 (BasicStats.SpellCrit * 100f + character.PriestTalents.MindMelt * 3f).ToString("0.00"),
                                                 (BasicStats.SpellCrit * 100f + character.PriestTalents.HolySpecialization * 1f).ToString("0.00")));

#if RAWR3 || SILVERLIGHT
            float Hit = 100 - (StatConversion.GetSpellMiss(character.Level - BossOpts.Level, false) * 100);
#else
            float Hit = 100 - (StatConversion.GetSpellMiss(-calcOpts.TargetLevel, false) * 100);
#endif
            float  BonusHit   = BasicStats.SpellHit * 100f;
            float  RacialHit  = 0;
            string RacialText = "";
            if (character.Race == CharacterRace.Draenei)
            {
                RacialHit  = 1;
                RacialText = "1% from Draenei Racial\r\n";
                if (!character.ActiveBuffsContains("Heroic Presence"))
                {
                    BonusHit += 1;
                }
            }
            float DebuffHit = character.PriestTalents.Misery * 1f;
            if (character.ActiveBuffsConflictingBuffContains("Spell Hit Chance Taken"))
            {
                DebuffHit = 3f;
            }
            else
            {
                BonusHit += DebuffHit;
            }

            float RHitRating     = 0.01f / StatConversion.GetSpellHitFromRating(1);
            float ShadowFocusHit = character.PriestTalents.ShadowFocus * 1f;
            float HitShadow      = Hit + BonusHit + ShadowFocusHit;
            float HitHoly        = Hit + BonusHit;
            dictValues.Add("Hit", string.Format("{0}%*{1}% from {2} Hit Rating\r\n{3}% from Buffs\r\n{4}% from {5} points in Misery\r\n{6}% from {7} points in Shadow Focus\r\n{8}{9}% Hit with Shadow spells, {10}\r\n{11}% Hit with Holy spells, {12}",
                                                BonusHit.ToString("0.00"),
                                                (StatConversion.GetSpellHitFromRating(BasicStats.HitRating) * 100f).ToString("0.00"), BasicStats.HitRating,
                                                (BonusHit - StatConversion.GetSpellHitFromRating(BasicStats.HitRating) * 100f - RacialHit - DebuffHit).ToString("0.00"),
                                                DebuffHit, character.PriestTalents.Misery,
                                                ShadowFocusHit, character.PriestTalents.ShadowFocus,
                                                RacialText,
                                                HitShadow.ToString("0.00"), (HitShadow > 100f) ? string.Format("{0} hit rating above cap", Math.Floor((HitShadow - 100f) * RHitRating)) : string.Format("{0} hit rating below cap", Math.Ceiling((100f - HitShadow) * RHitRating)),
                                                HitHoly.ToString("0.00"), (HitHoly > 100f) ? string.Format("{0} hit rating above cap", Math.Floor((HitHoly - 100f) * RHitRating)) : string.Format("{0} hit rating below cap", Math.Ceiling((100f - HitHoly) * RHitRating))));

            dictValues.Add("Haste", string.Format("{0}%*{1}% from {2} Haste rating\r\n{3}% ({6}) points in Enlightenment\r\n{4}% from Buffs\r\n{5}s Global Cooldown",
                                                  (BasicStats.SpellHaste * 100f).ToString("0.00"), (StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating) * 100f).ToString("0.00"), BasicStats.HasteRating.ToString(), (character.PriestTalents.Enlightenment * 2).ToString("0"), (((1f + BasicStats.SpellHaste) / (1f + StatConversion.GetSpellHasteFromRating(BasicStats.HasteRating)) / (1f + character.PriestTalents.Enlightenment * 0.02f) - 1f) * 100f).ToString("0.00"), Math.Max(1.0f, 1.5f / (1 + BasicStats.SpellHaste)).ToString("0.00"), character.PriestTalents.Enlightenment));
            dictValues.Add("Armor", string.Format("{0}*{1}% Damage Reduction.",
                                                  (BasicStats.Armor + BasicStats.BonusArmor).ToString("0"),
                                                  (StatConversion.GetArmorDamageReduction(80, (BasicStats.Armor + BasicStats.BonusArmor), 0f, 0f, 0f) * 100f).ToString("0.00")));

            float[] Resistances =
            {
                0,
                BasicStats.ArcaneResistance + BasicStats.ArcaneResistanceBuff,
                BasicStats.FireResistance + BasicStats.FireResistanceBuff,
                BasicStats.FrostResistance + BasicStats.FrostResistanceBuff,
                BasicStats.NatureResistance + BasicStats.NatureResistanceBuff,
                BasicStats.ShadowResistance + BasicStats.ShadowResistanceBuff,
            };

            string[] ResistanceNames =
            {
                "None",
                "Arcane",
                "Fire",
                "Frost",
                "Nature",
                "Shadow",
            };

            string ResistanceString = "*Resistances:";

            float MaxResist      = Resistances[0];
            int   MaxResistIndex = 0;
            float AvgResist      = 0f;
            for (int x = 1; x < Resistances.Length; x++)
            {
                AvgResist += Resistances[x];
                if (Resistances[x] > MaxResist)
                {
                    MaxResist      = Resistances[x];
                    MaxResistIndex = x;
                }
                ResistanceString += string.Format("\r\n{0} : {1}", ResistanceNames[x], Resistances[x]);
            }
            AvgResist /= (Resistances.Length - 1);

            if (AvgResist == 0)
            {
                ResistanceString = "None" + ResistanceString;
            }
            else
            {
                string ResistanceName = (MaxResist == AvgResist) ? "All" : ResistanceNames[MaxResistIndex];
                ResistanceString  = string.Format("{0} : {1}", ResistanceName, MaxResist.ToString("0")) + ResistanceString;
                ResistanceString += string.Format("\r\n\r\nResist ({0}):", ResistanceName);
                ResistanceString += string.Format("\r\n{0}", StatConversion.GetResistanceTableString(character.Level + 3, character.Level, MaxResist, 0));
            }

            dictValues.Add("Resistance", ResistanceString);

            SolverBase solver = GetSolver(character, BasicStats);
            solver.Calculate(this);

            dictValues.Add("Rotation", string.Format("{0}*{1}", solver.Name, solver.Rotation));
            if (solver.SpellSimulation != null)
            {
                String s = "Spell Cast List:";
                int    i = 0;
                foreach (Spell spell in solver.SpellSimulation)
                {
                    if (i++ % 10 == 0)
                    {
                        s += "\r\n";
                    }
                    s += ", " + spell.Name;
                }
                s += "\r\n---Repeat---";
                dictValues.Add("Castlist", string.Format("{0}*{1}", solver.SpellSimulation.Count, s));
            }
            else
            {
                dictValues.Add("Castlist", "Empty");
            }
            dictValues.Add("DPS", string.Format("{0}*Damage Pr Second", solver.DPS.ToString("0")));
            //dictValues.Add("SustainDPS", string.Format("{0}*Mana restrained DPS", solver.SustainDPS.ToString("0")));

            float baseMana = BaseStats.GetBaseStats(character).Mana;

            dictValues.Add("SW Pain", new ShadowWordPain(BasicStats, character, baseMana, Ptr).ToString());
            DevouringPlague dp = new DevouringPlague(BasicStats, character, baseMana, Ptr);
            dictValues.Add("Devouring Plague", dp.ToString());
            if (dp.ImprovedDP != null)
            {
                dictValues.Add("Imp. Devouring Plague", dp.ImprovedDP.ToString());
            }
            else
            {
                dictValues.Add("Imp. Devouring Plague", "- *No required talents");
            }
            dictValues.Add("SW Death", new ShadowWordDeath(BasicStats, character, baseMana, Ptr).ToString());
            dictValues.Add("Mind Blast", new MindBlast(BasicStats, character, baseMana, Ptr).ToString());
            dictValues.Add("PW Shield", new PowerWordShield(BasicStats, character, baseMana, Ptr).ToString());

            if (character.PriestTalents.VampiricTouch > 0)
            {
                dictValues.Add("Vampiric Touch", new VampiricTouch(BasicStats, character, baseMana, Ptr).ToString());
            }
            else
            {
                dictValues.Add("Vampiric Touch", "- *No required talents");
            }

            if (character.PriestTalents.MindFlay > 0)
            {
                dictValues.Add("Mind Flay", new MindFlay(BasicStats, character, baseMana, Ptr).ToString());
            }
            else
            {
                dictValues.Add("Mind Flay", "- *No required talents");
            }

            dictValues.Add("Shadowfiend", new Shadowfiend(BasicStats, character, baseMana, Ptr).ToString());

            dictValues.Add("Smite", new Smite(BasicStats, character, baseMana, Ptr).ToString());
            dictValues.Add("Holy Fire", new HolyFire(BasicStats, character, baseMana, Ptr).ToString());
            if (character.PriestTalents.Penance > 0)
            {
                dictValues.Add("Penance", new Penance(BasicStats, character, baseMana, Ptr).ToString());
            }
            else
            {
                dictValues.Add("Penance", "- *No required talents");
            }

            return(dictValues);
        }